UE 5.6.1 hotfix 🛠️, Godot 4.5 stencils 🧱, PS1 Blender tools 🕹️

Aug 13, 2025

Unreal Engine Updates 🚀

Virtual Astrophotography in UE: Celestial Vault + Cesium

Unreal Engine 5.6’s Celestial Vault plug-in delivers accurate, dynamic night skies for any time and place. Epic’s Stephen Phillips pairs it with Cesium and Google’s Photorealistic Tiles to virtually scout astrophotography locations, producing striking star trails and Milky Way time-lapses. You can even add custom constellations via Alban Bergeret’s tutorial. Phillips also highlights Cesium-based tools for clipping polygons and procedural geometry, rounding out a robust environment workflow.

UE 5.6.1: Big Fix Drop, Plus Linux SDL3 Warning

Unreal Engine 5.6.1 ships with 270+ fixes aimed at crash reduction and stability across MetaHumans, PCG, Motion Design, and more. Epic also flags a key change: starting in UE5.7, Linux moves from SDL2 to SDL3—plan updates if you’ve customized SDL2 code.

Blender & Real-Time Art 🎨

PSX Retro Tools: One-Click PS1 Aesthetics for Blender

PSX Retro Tools by Fawkek is a free Blender toolkit that nails authentic PS1 visuals with one-click setup and deep controls. Simplify meshes, bake low-res textures, and generate palette-limited bases, then add classic artifacts like Bayer/Floyd-Steinberg dithering and Geometry Nodes-powered vertex wobble (with Pro options). Quick render presets cover resolution, color depth, AA, and shadows for fast iteration. Download it free and check out Blender-made PS1-style examples.

Indie Studio’s UE5 Hair Card Pipeline for Cinema-Quality Results

MountainDog Studios shares an update on Cold Paws and a production-ready real-time hair workflow. They detail reference-driven grooming, Blender strand-to-mesh conversion, Marmoset baking (Alpha, AO, Flow, Normal), and precise card placement focused on hero shapes. A custom UE5 hair shader (Flow, Root Tint, Depth, Spec) delivers film-quality looks without Alembic grooms. The asset package helps fund their two-person indie game.

Engine Tech Spotlight ⚙️

Stencil Buffers Land in Godot 4.5, Massive Instancing Hinted for 4.6

Godot 4.5 brings stencil support, unlocking X-ray, outlines, cutouts, and selective per-object post effects common in AAA pipelines. Passivestar’s demo shows stencil writes/reads across doorway planes with manual sorting—no custom shaders required. Looking ahead, 4.6 may add native glTF GPU instancing for instantly importing tens of thousands of meshes and switch to the “Minimal” editor theme. The 4.5 pre-release candidate is available now for testing.

Spartan Game Engine: A Free C++ Powerhouse You Should Watch

Spartan is a free, cross-platform C++ engine that’s grown rapidly since 2021, now sporting a Vulkan-first, fully bindless renderer with GI, XeGTAO, SSSR, variable rate shading, and HDR10. It supports XeSS 2 and FSR 3 with dynamic resolution, plus advanced shadows, atmospheric effects, and TAA. Beyond graphics, it packs PhysX, ECS, CPU/GPU profiling, one-click project setup, and wide asset support. Explore the GitHub/wiki/Discord and see it in action in the embedded video.

Industry & Dev Stories 🎮

Instinct3 Launches Sidekick Publishing for Indie and AA Studios

Berlin’s Instinct3 has launched Sidekick Publishing, a creator- and community-first label led by CEO Jasmin Oestreicher and co-CEO Melvin Frank. Sidekick’s first project is Pixelsplit’s Deadly Days: Roadtrip, showcasing at Gamescom 2025 ahead of a late-2025 release. The new publisher emphasizes authentic storytelling and creator-driven marketing to support indie and AA teams. It arrives amid a broader 2025 wave of new publishing outfits.

From Idea to Gold: How Silent Hill 2 Remake Built Its Labyrinth

Senior level designer Anna Oporska-Szybisz explains how SH2 Remake’s Labyrinth was crafted under constraints with a story-first approach. The team split the space into Disgust, Fear, and Anger paths, used “Ariadne’s thread” cues, and prototyped puzzles with existing mechanics to save time. Visibility and responsiveness trumped complexity, supported by early 2D maps and lighting. A small cross-discipline strike team, weekly playthroughs, and “break your own game” testing kept iteration fast and bugs low.

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